Orc Shaman: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 5
[[Category:CR 5]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Orc Shaman


[[Image:Orc_shaman_1.png|384px|right|xx]]
| Image = Orc_shaman_1.png
== Orc Shaman (CR 5) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Orc Shaman are common additions to Orc raiding parties, though there tend to be very few of them.  As a general rule, Orcs favor brute savagery over the more complex and time-consuming deep-thought required to attune oneself to the forces of nature and wield them as weapons. Of course, Orc Shaman are not looked down upon once they achieve this arsenal, as such derision is often corrected with great pleasure and showmanship. Needless to say, few orcs need more than three or four reminders of why you don't pick on the runty orc in robes.  (It's not that the average orc is dumb, it's just that they need to be sure it wasn't a fluke the first few times.)


Orc Shaman have spent years cultivating a relationship with one or more nature spirits native to the area their tribe calls home.  They are spontaneous casters, like sorcerers.  While they are also quite capable with a quarterstaff, they eschew its use in combat, relying in their magical prowess to smite their foes and bring honor to their clan.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


| Description = Orc Shaman are common additions to Orc raiding parties, though there tend to be very few of them.  As a general rule, Orcs favor brute savagery over the more complex and time-consuming deep-thought required to attune oneself to the forces of nature and wield them as weapons.  Of course, Orc Shaman are not looked down upon once they achieve this arsenal, as such derision is often corrected with great pleasure and showmanship.  Needless to say, few orcs need more than three or four reminders of why you don't pick on the runty orc in robes.  (It's not that the average orc is dumb, it's just that they need to be sure it wasn't a fluke the first few times.)


=== GENERAL ===
: Orc Shaman have spent years cultivating a relationship with one or more nature spirits native to the area their tribe calls home.  They are spontaneous casters, like sorcerers.  While they are also quite capable with a quarterstaff, they eschew its use in combat, relying in their magical prowess to smite their foes and bring honor to their clan.
'''CR''' 5  '''Hit Dice''' 7


'''XP''' 1,600
| Alignment = Chaotic Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


CE Medium Humanoid (Orc)
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +3; '''Senses''' Low-Light 120 ft., Perception +8
| Type = Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype = Orc
  <!--If any-->


=== DEFENSE ===
| NudgeInit = 2
'''AC''' 19, '''touch''' 14, '''flat-footed''' 16 (+3 armor, +3 dex, +2 natural, +1 deflection)
  <!--CR 5 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''hp''' 56
| Senses = [[Low-Light Vision]]
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Fort''' +5, '''Ref''' +4, '''Will''' +8
| NudgePerception =
  <!--CR 5 PERCEPTION = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Aura:''' -
| NudgeAC = -2
  <!--CR 5 AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -
| NudgeTouchAC =
  <!--CR 5 TOUCH AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeFFAC = -2
  <!--CR 5 FLAT-FOOTED AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeHitPoints = -9
  <!--CR 5 HIT POINTS = 65 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Weaknesses:''' -


<!--  SAVING THROWS  -->


=== OFFENSE ===
| Fort =  
'''Speed''' 30 ft.
| Refl =  
| Will = S
  <!--CR 5 STRONG SAVE = +8; WEAK SAVE = +4 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeFort = 1
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Single Melee''' quarterstaff +7 (1d8+3/19-20x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Full Melee''' 2x quarterstaff +7 (1d8+3/19-20x2)
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Ranged''' none
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Special Attacks''' Lightning Strike, Thunderstorm, Gust Front
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Action Points''' 0
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


=== STATISTICS ===
| NudgeReach =  
'''Str''' 11, '''Dex''' 12, '''Con''' 13, '''Int''' 13, '''Wis''' 12, '''Cha''' 19
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Base Atk''' +5; '''CMB''' +7; '''CMD''' 18


'''Feats''' Combat Casting (+4 to concentration checks)


'''Skills''' Knowledge: Arcana +9
<!--  GENERAL ATTACK INFORMATION  -->


'''Languages''' Giant, Common
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== SPECIAL ABILITIES ===
| IgnoreSecondary =  
'''Concentration Checks for Combat Casting:'''  d20 + 13 vs DC of 21 for all spells. (Includes Combat Casting feat)
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->




; Lightning Strike (Sp)
As a standard action, the Orc Shaman can cast Lightning Strike, dealing 3d6 damage to one target within 50 feet and one additional target within 10 feet of the first target.  Targets may make a Reflex save, DC 14, for half damage.


<!--  PRIMARY ATTACK INFORMATION  -->


; Thunderstorm (Sp)
| PriAtkName = Quarterstaff
Once per encounter as a standard action, the Orc Shaman may cast Thunderstorm.  The shaman selects a 20-foot radius area within 100 feet of him, which becomes engulfed in a Thunderstorm, with dark clouds, strong winds, heavy rains and flashes of lightning.  Torches are immediately extinguished, and any sources of bright light are reduced to dim light (though dim light remains dim light). All creatures inside the area are buffeted by high winds, forcing all creatures in the spell's area of effect to treat every square as rough terrain.
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


Up to once per round as a swift action, the Orc Shaman may cause one creature within the area of effect of the Thunderstorm to be struck by a bolt of lightning, dealing 2d6 points of electricity damage.  The struck creature may make a Reflex save, DC 14, for half damage.
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


As a move action, the Orc Shaman may sustain the thunderstorm for an additional round.  Furthermore, as part of the same move action, the Orc Shaman may move the area of the Thunderstorm up to 10 feet in any direction.  On any round in which he does not sustain the thunderstorm after the first, the thunderstorm's effects end at the bottom of the round.
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->


In the event that multiple Orc Shaman are present in the encounter, they are not restricted to using their own Thunderstorm to invoke the lightning effect.  However, no Orc Shaman may invoke the lightning effect more than once per round, regardless of how many Thunderstorm effects may be available.  Thunderstorm effects can be stacked on top of one another, though it grants no benefits or penalties to the spell's effects.
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


; Gust Front (Sp)
| NudgePriToHit = -3
As a move action, the Orc Shaman may cast a Gust Front, which creates an extremely powerful gust of wind in a 15-foot cone adjacent to them.  Any creatures caught in the radius of the Gust Front must make a Fortitude save (DC 14) or be pushed 20 feet away from the Orc Shaman and are knocked [[Prone]].  Those succeeding on their saves are still knocked back to a space just beyond the radius of the Gust Front's radius, though they are not knocked prone.
  <!--CR 5 PRIMARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


This spell creates forced movement as a Push, which must always move the affected creatures away from the Orc Shaman, though the exact path and final space of the Push can be chosen by the Orc Shaman, as long as no square of the path brings them any closer to the Shaman, and the total movement is no greater than the spell's outcome allows.  Note that creatures suffering forced movement cannot be pushed into an occupied space, and if they are pushed into a space which would cause them damage or inflict a status condition, they receive an additional Reflex Save (DC 14) to stop their movement in the square just prior to the hazard.
| NudgePriDamage = lo
  <!--CR 5 PRIMARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 PRIMARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




=== TREASURE ===
sell value of approximately 1,375 gp


<!--  SECONDARY ATTACK INFORMATION  -->


=== COMBAT TACTICS ===
| SecAtkName =  
In a fight, the Orc Shaman will hang back and let any accompanying orc warriors get into melee before they engage their targets. They will have trained their warriors to establish a straight forward line of skirmish, to hold the enemy away from them while they cast, and also create a clear line beyond which their spells can safely avoid killing allies.
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->


In the first round, the orc shaman will use Thunderstorm to dim the lights and hamper movement.  As a standard action, they will strike an enemy within 30 with Lightning Strike, or use the standard action to move closer to the fight if no one is in range.  As a swift, they will use the lightning ability of the Thunderstorm to attack the rear ranks of the enemy.
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 5 SECONDARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 5 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 5 TERTIARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 5 TERTIARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 TERTIARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 5 QUATERNARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 5 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 5 RANGED TO-HIT = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 5 RANGED DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 11
| Dex = 12
| Con = 13
| Int = 13
| Wis = 12
| Cha = 19
 
| NudgeCMB = -2
  <!--CR 5 CMB = +9 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 5 CMD = 19 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = Combat Casting
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Knowledge (Arcana)
| Skill2 = Spellcraft
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 4
| NudgeSkill2 = 4
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 5 SKILLS = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Common, Orc, Giant
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Lightning Strike
 
| Ability-1-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = As a standard action, the Orc Shaman can cast Lightning Strike, dealing {{#var:Special1StandardDmg}} damage to one target within 50 feet and one additional target within 10 feet of the first target.  Targets may make a Reflex save, DC {{#var:Special1SaveDC}}, for half damage.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special1SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special1StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Thunderstorm
 
| Ability-2-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per encounter as a standard action, the Orc Shaman may cast Thunderstorm.  The shaman selects a 20-foot radius area within 100 feet of him, which becomes engulfed in a Thunderstorm, with dark clouds, strong winds, heavy rains and flashes of lightning.  Torches are immediately extinguished, and any sources of bright light are reduced to dim light (though dim light remains dim light).  All creatures inside the area are buffeted by high winds, forcing all creatures in the spell's area of effect to treat every square as rough terrain.
 
: Up to once per round as a swift action, the Orc Shaman may cause one creature within the area of effect of the Thunderstorm to be struck by a bolt of lightning, dealing {{#var:Special2SwiftDmg}} points of electricity damage.  The struck creature may make a Reflex save, DC {{#var:Special2SaveDC}}, for half damage.
 
: As a move action, the Orc Shaman may sustain the thunderstorm for an additional round.  Furthermore, as part of the same move action, the Orc Shaman may move the area of the Thunderstorm up to 10 feet in any direction.  On any round in which he does not sustain the thunderstorm after the first, the thunderstorm's effects end at the bottom of the round.
 
: In the event that multiple Orc Shaman are present in the encounter, they are not restricted to using their own Thunderstorm to invoke the lightning effect.  However, no Orc Shaman may invoke the lightning effect more than once per round, regardless of how many Thunderstorm effects may be available.  Thunderstorm effects can be stacked on top of one another, though it grants no benefits or penalties to the spell's effects.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special2SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special2StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage = vhi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Gust Front
 
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = As a move action, the Orc Shaman may cast a Gust Front, which creates an extremely powerful gust of wind in a 15-foot cone adjacent to them.  Any creatures caught in the radius of the Gust Front must make a Fortitude save (DC {{#var:Special3SaveDC}}) or be pushed 20 feet away from the Orc Shaman and are knocked [[Prone]].  Those succeeding on their saves are still knocked back to a space just beyond the radius of the Gust Front's radius, though they are not knocked prone.
 
: This spell creates forced movement as a Push, which must always move the affected creatures away from the Orc Shaman, though the exact path and final space of the Push can be chosen by the Orc Shaman, as long as no square of the path leaves them the same distance or closer to the Shaman, and the total movement is no greater than the spell's outcome allows.  Note that creatures suffering forced movement cannot be pushed into an occupied space. Affected creatures may always elect to fall Prone to end any forced movement.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special3SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special3StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special4SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special4StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special5SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special5StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special6SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special6StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special7SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special7StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special8SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special8StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special9SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special9StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = In a fight, the Orc Shaman will hang back and let any accompanying orc warriors get into melee before they engage their targets.  They will have trained their warriors to establish a straight forward line of skirmish, to hold the enemy away from them while they cast, and also create a clear line beyond which their spells can safely avoid killing allies.
 
: In the first round, the orc shaman will use Thunderstorm to dim the lights and hamper movement.  As a standard action, they will strike an enemy within 30 with Lightning Strike, or use the standard action to move closer to the fight if no one is in range.  As a swift, they will use the lightning ability of the Thunderstorm to attack the rear ranks of the enemy.
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat =
 
 
}}

Revision as of 20:11, 19 July 2016

Orc Shaman (CR 5)

Chaotic Evil - Medium - Humanoid (Orc)
Lore: Know (Local)
10 25
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
19
Man Def
Shield Icon 3.png
20
Monster Health
62 31 7
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +3
Will: +8

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+5
Sword Icon 3.png
Man Off
+8
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Quarterstaff +5 (0/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Quarterstaff +5 (1d8+4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

11
STR
12
DEX
13
CON
13
INT
12
WIS
19
CHA

Skills:

Languages: Common, Orc, Giant

Feats:

  • Combat Casting (EFFECT: +2 scaling feat bonus on Bailiwick skill check to cast a spell defensively or while grappled.)

Special Abilities

Lightning Strike (Sp)
  • Concentration: 1d20 + 16 vs. a DC of 21 (5 needed on the die)

As a standard action, the Orc Shaman can cast Lightning Strike, dealing damage to one target within 50 feet and one additional target within 10 feet of the first target. Targets may make a Reflex save, DC , for half damage.

Thunderstorm (Sp)
  • Concentration: 1d20 + 16 vs. a DC of 21 (5 needed on the die)

Once per encounter as a standard action, the Orc Shaman may cast Thunderstorm. The shaman selects a 20-foot radius area within 100 feet of him, which becomes engulfed in a Thunderstorm, with dark clouds, strong winds, heavy rains and flashes of lightning. Torches are immediately extinguished, and any sources of bright light are reduced to dim light (though dim light remains dim light). All creatures inside the area are buffeted by high winds, forcing all creatures in the spell's area of effect to treat every square as rough terrain.

Up to once per round as a swift action, the Orc Shaman may cause one creature within the area of effect of the Thunderstorm to be struck by a bolt of lightning, dealing points of electricity damage. The struck creature may make a Reflex save, DC , for half damage.
As a move action, the Orc Shaman may sustain the thunderstorm for an additional round. Furthermore, as part of the same move action, the Orc Shaman may move the area of the Thunderstorm up to 10 feet in any direction. On any round in which he does not sustain the thunderstorm after the first, the thunderstorm's effects end at the bottom of the round.
In the event that multiple Orc Shaman are present in the encounter, they are not restricted to using their own Thunderstorm to invoke the lightning effect. However, no Orc Shaman may invoke the lightning effect more than once per round, regardless of how many Thunderstorm effects may be available. Thunderstorm effects can be stacked on top of one another, though it grants no benefits or penalties to the spell's effects.
Gust Front (Sp)
  • Concentration: 1d20 + 16 vs. a DC of 21 (5 needed on the die)

As a move action, the Orc Shaman may cast a Gust Front, which creates an extremely powerful gust of wind in a 15-foot cone adjacent to them. Any creatures caught in the radius of the Gust Front must make a Fortitude save (DC ) or be pushed 20 feet away from the Orc Shaman and are knocked Prone. Those succeeding on their saves are still knocked back to a space just beyond the radius of the Gust Front's radius, though they are not knocked prone.

This spell creates forced movement as a Push, which must always move the affected creatures away from the Orc Shaman, though the exact path and final space of the Push can be chosen by the Orc Shaman, as long as no square of the path leaves them the same distance or closer to the Shaman, and the total movement is no greater than the spell's outcome allows. Note that creatures suffering forced movement cannot be pushed into an occupied space. Affected creatures may always elect to fall Prone to end any forced movement.
Orc Shaman

Orc Shaman

Orc Shaman are common additions to Orc raiding parties, though there tend to be very few of them. As a general rule, Orcs favor brute savagery over the more complex and time-consuming deep-thought required to attune oneself to the forces of nature and wield them as weapons. Of course, Orc Shaman are not looked down upon once they achieve this arsenal, as such derision is often corrected with great pleasure and showmanship. Needless to say, few orcs need more than three or four reminders of why you don't pick on the runty orc in robes. (It's not that the average orc is dumb, it's just that they need to be sure it wasn't a fluke the first few times.)

Orc Shaman have spent years cultivating a relationship with one or more nature spirits native to the area their tribe calls home. They are spontaneous casters, like sorcerers. While they are also quite capable with a quarterstaff, they eschew its use in combat, relying in their magical prowess to smite their foes and bring honor to their clan.

Combat Tactics

In a fight, the Orc Shaman will hang back and let any accompanying orc warriors get into melee before they engage their targets. They will have trained their warriors to establish a straight forward line of skirmish, to hold the enemy away from them while they cast, and also create a clear line beyond which their spells can safely avoid killing allies.

In the first round, the orc shaman will use Thunderstorm to dim the lights and hamper movement. As a standard action, they will strike an enemy within 30 with Lightning Strike, or use the standard action to move closer to the fight if no one is in range. As a swift, they will use the lightning ability of the Thunderstorm to attack the rear ranks of the enemy.

Out of Combat

Rewards

XP: 1,600

Treasure: Sellable Goods worth 1,625 gp.

Weight: 50 lbs.     Volume: 2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)